Mage's Initiation: Reign of the Elements

Mage's Initiation: Reign of the Elements

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100% Completion Guide
By TheDeluxeTux
This will help with some of the tricky ones
   
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Overview
Thanks for checking out Mage's Initiation and supporting point-and-click adventures for this one.

To 100% Mage's Initiation, you will need at least four playthroughs, once as each class.

Most achievements can be earned by all classes, but each class has two unique achievements. The first is earned during the optional class-specific sidequest during the second trial, and the second is for earning all bonus points as each type of Mage. You get an achievement for completing all four class-specific sidequests over all playthroughs, and another for completing the game with each class.

The water mage is the only class that can earn "who put da lights out", but is also the only class that cannot earn "card shark".

The fire mage has a unique book and three unique enemies during the sidequest, which makes it the only class that can earn "well read" and "diversified" in a single playthrough. The fire mage may not be able to earn "pacifist" while also completing its quest.


Additionally, to 100% this game:

  • at least one of your runs will have to be a "perfect" run,
  • at least one run will have to be a pacifist run, avoiding combat as much as possible (killing things is necessary for a perfect run)
  • and you will have to complete at least one run with no accessory buffs.

Unmissable Achievements
These will be earned during the course of the game.

Dabbling
Earn your first spells from the Sphere of Knowledge.


You're No Marmon
Complete the first trial.


Back For More
Earn your second spells from the Sphere of Knowledge.


Climbed Every Mountain
Complete the second trial.


Now You're Talking
Earn your third spells from the Sphere of Knowledge.


If I Ever See Another Goblin...
Complete the third trial.


Showdown
Defeat the Big Bad.


Initiated
Complete the game.
Well Read
Well Read
Find and read all books and notes.
Read EVERYTHING as you progress through the game. This can be earned over multiple playthroughs. There is one document that can only be read as a Fire mage. Some of the following things do not count, but it's not clear which, so here's an ordered list of things you shouldn't miss. Questionable entries on the list are marked doubtful and things that must be seen to progress are marked as mandatory.

TRIAL 1

  • The scroll on the table in the library (doubtful)
  • The book behind Bort with the list of backers. This one may be slightly bugged, possibly patched; the game did not register I had read it it in my first playthrough but it did register during my second.
  • The note on D'Arc's desk (doubtful)
  • Manuscripts near telescope (doubtful)
  • Kray's note (mandatory)
  • Library Book - No Lady for this Lake (Bort)
  • Library Book - Mixing Martial with Magic (Varner)
  • Library Book - Transparent Fluidity (mandatory)
  • Missing Person poster by the baker (mandatory) (doubtful)
  • Poster by the blacksmith (doubtful)
  • Sign next to the castle door
  • Book in castle treasury (mandatory)
  • Book in priestess' bedroom

    TRIAL 2

  • Library Book - Feathered Friends (Bort)
  • Si Long's map of the wasteland
  • FIRE MAGE ONLY - Book on dead bandit in wasteland camp
  • Schematic - Falc's perch (mandatory)
  • Library Book - Mages and Miscreants (Investigation sidequest)
  • Book on library floor after investigation sidequest

    TRIAL 3

  • Library Book - A Study of Trinicorns (Bort)
  • Note in chieftan's hut
  • Book in chieftan's hut
  • Note in goblin kitchen
  • Recipe during second goblin kitchen visit (mandatory)
  • Final library book
  • Varner's diary
  • Note in Varner's chest
  • Varner's other books and papers (doubtful)
Kill-Related
Who's Counting?
Kill 50 enemies.


Dedicated
Kill 100 enemies.


Insatiable
Kill 500 enemies.


Apocalyptic
Kill 1,000 enemies.
In a standard playthrough, I found myself killing about 200 enemies. This count is cumulative over multiple playthroughs, but some grinding will be involved. For best results, turn the combat slider down to "easy". Another tip is to enable autosave and wander until you find a nice easy group of 3-5 enemies, spiderlings work well. then just keep reloading the same autosave.


Diversified
Kill one of each monster type.
For this, you will have to kill at least one of each monster over multiple playthroughs. Can be earned in a single playthrough if you are a fire mage.
  • Before going to the priestess' castle, go to the forest and kill a spider, a short redcap, a normal redcap, and a redcap archer (on the wooden fortifications).
  • In the castle, kill a skeleton, a skeleton archer, and a Casipoisse. The Casipoisse looks like a demonic fish-thing with legs and typically shows up each time you find a tile.
  • During the second trial, kill at least one bandit and at least one burrower out in the wasteland.
  • During the second trial, examine the wanted poster by the blacksmith and then kill a biclops in the forest.
  • During the third trial, BEFORE heading north past the two wooden guard towers and advancing the quest, wander the forest and kill a Skeltch. NOTE: For both Biclops and Skeltch you may need to wander for quite a while, the chance of encountering them is very low.
  • Bosses, including the final boss, appear to count towards this goal as well.
  • The three other enemies that count for this goal are found during the fire-mage sidequest - the enemy in the bandit camp, the little worms it creates, and the fire wraith boss.


Pacifist
Kill only the bosses (no regular monsters).
This cannot be won in in the same playthrough as any of the above achievements. You also cannot earn max points when going for this goal. To earn this, you are not allowed to kill *anything* outside of the mandatory battles. The mandatory battles are:
  • The priestess and her crab in trial 1
  • The wraiths in trial 2
  • The 2 redcap guards in trial 3 after interrupting the ritual
  • The final boss

The class-specific sidequests for Earth, Water, and Air can be completed without affecting this. Possibly Fire as well (unconfirmed). Unclear if tutorial battles affect it; probably not, but I'd skip them all the same.

To make things easier, set the difficulty slider to "no combat" for this playthrough and go for "don't need no stinkin buffs" at the same time.
Class-based
Green Fiend
Optimally complete the Earth side quest.
The Earth sidequest becomes available at the beginning of trial 2 and is triggered by talking to a man named Molt in town. At the conclusion of the quest, agree to bring him to the mage's tower.

The Heist
Optimally complete the Water side quest.
The Water sidequest becomes available at the beginning of trial 2 and is triggered by talking to Shareen and then entering the tavern. Steal the gem as instructed and show it to fend but then flatly refuse to give it to him. Return the gem to the tank. You will need the item "tingleberry powder" to complete this quest so if you don't have it yet continue with the main story a bit until you get it.

Ghost Story
Optimally complete the Fire side quest.
The Fire sidequest becomes available at the beginning of trial 2 and is triggered by talking to the ghost that is floating around outside of town. Give booze to the ruffian in the bar for info - look to other bar patrons if the barkeep cuts you off. Return from the bandit camp and talk to Si Long. Go back to the bandit camp. Fight the enemy. Bring potions, he's tough!

The Air Up There
Optimally complete the Air side quest.
The Air sidequest becomes available at the beginning of trial 2 and is triggered by talking to Jonas, getting the map piece in the bushes near the blacksmith, and talking to the ruffian in the tavern. When you retrieve the bags, examine the bag of sand in your inventory. Agree to investigate for more treasure.

No Stone Unturned
Complete all class-based side quests with optimal outcomes.
This is earned after completing all of the above tasks.

Grounded
Earn all Earth class Bonus points.


Flood Ready
Earn all Water class Bonus points.


Pyro
Earn all Fire class Bonus points.


Up, Up, and Away
Earn all Air class Bonus points.
The bonus points for all classes are earned in the same way.
  • The first point is earned by sparing the priestess during trial one. SEE "mercy trumps murder"
  • The second point is earned by optimally completing your class sidequest at the beginning of trial 2
  • The third point is earned by optimally completing the griffon's egg task at the end of trial 2. SEE "handled with care"
  • The fourth point is earned by showing the modified device to Varner at the beginning of trial 3. SEE "Detective D'Arc"
  • The fifth point is earned by returning the redcap chief to the greencaps. SEE "it's not easy being green".

Stay Classy
Finish the game with all 4 classes.
Other Missables
Don't Need No Stinkin' Buffs
Beat the game without equipping any extra gems or items (after the initial tutorial).
This is a good one to go for during your pacifist run. After the initial tutorial, immediately unequip your gem and then do not equip any gems for the rest of the game.

Back Off Backers
Beat both Mage sparring partners.
After the tutorial, ask Varner for sparring practice twice and win.

What River Card?
Win a hand of Demon's Deal.
In the tavern, buy everyone a round of drinks and then talk to the two thugs for the option to play. Demon's Deal is a heavily luck-based gambling game so save-scumming is recommended. According to the developer, your chance to win is increased with a higher INT stat.

Card Shark
Win the maximum number of Demon's Deal rounds.
This can be won as a Earth, Fire, or Air mage. During trial 1, play Demon's Deal until your opponent taps out (once you're up 150-200 coins). He reopens for business again during trials 2 and 3. Each time, keep playing until he runs out of funds.

You Know Your Liquor
Acquire one of each drink type at the tavern.
Easy, just buy one of each item from the bartender. You may need to be injured to buy the healing ale.

Love Those 'Shrooms
Pick all mushroom clusters in the forest.
In the forest, there are 10 hidden clusters of brown mushrooms. They tend to be hidden in dead ends. One of them is on a screen with a very hard-to-spot entrance. You can redeem them at the produce vendor for 2g apiece. If you're having trouble, Tragic's map guide can help:
https://steamcommunity.com/sharedfiles/filedetails/?id=1640439385

Collector
Find all three "Tear" class brooches.
There is a hidden brooch during all three trials.
  • The first is found in a chest in the treasury during trial 1. Open the chest in mirror world and pick it up in the real world. You will still get the achievement even if you sell the item or return it to its rightful owner.
  • The second is found during trial 2 on a skeleton near the far southeast corner of the wasteland. Although it is plainly visible, it can ONLY be looted after Fend tells you about it in the tavern. This confused me for a while. Fend asks for money but there's no dialogue option to pay him; you need to use the money from your inventory directly on him.
  • The third is found in a glass case in the chief's cabin during trial 3. Use the master key to open the lock.

Mercy Trumps Murder
Spare a tainted life.
Spare the priestess during trial 1. This is necessary for a class bonus point.

Honorable
Return a borrowed item.
During trial 2, after subduing the wasps, return Si Long's incense burner.

I Get Around
Ele'port to each pillar stone location.
Ele'port is learned during trial 2. After reaching the mountain overlook, teleport to every place on the list.

Handled With Care
No sacred avian was harmed.
Necessary for a bonus point. When you reach the griffon, SAVE. Wait for the griffon to fly away and time it so you can sneak unseen to the empty shell on the far right. TAKE the shell. Next, stealthily keep moving left, up to the cliff, and over to the nest. EXAMINE the nest and USE the empty shell on it. Sneak back out.

Detective D'arc
Complete the severed circle story branch.
Necessary for a bonus point. After trial 2, go to the training hall instead of the grand hall. Show Pyraze the conductor. Show Bort the conductor and read the book he gives you. Next, show Jonas the conductor and talk to him. Talk to Shareen. Go to the mysterious clearing in the forest and use the illusion potion. Look in the bin by the hut. Next, go back to Falc and talk to him. Return to the hut and talk to the man there. Read the book on the floor in the reading hall. Show Varner the conductor the next time you see him (beginning of trial 3).

Who Put Da Lights Out?
Extinguish the Redcaps' camp fire.
WATER MAGE ONLY: Use your magic to put out the fire in the redcap camp. This appears as though it can only be accomplished by using the tidal wave ability during the boss battle.

Thanks, But No Thanks
Reject a dark deal.
After defeating the redcap guards, if the priestess is alive, she contacts you. Step into the demonic circle. She asks you to do something with the knife. Don't do it. Exit the circle.

It's Not Easy Being Green
Make a red delivery to the Greencaps.
Immediately after the above achievement, instead of leaving the camp, go to the chief's hut. Necessary for a bonus point.

Friend in Need
An ally survives.
Mutually exclusive with "one man bomb squad" If you want them both, SAVE immediately after exiting the mage's tower after visiting Varner's quarters during trial 3. When you get to town, you are given a task to locate Varner within a time limit. Deliberately fail the task. After failing the task, approach Bort on the map and assist him.

One Man Bomb Squad
Both allies survive.
Mutually exclusive with "Friend in Need" If you want them both, SAVE immediately after exiting the mage's tower after visiting Varner's quarters during trial 3. When you get to town, you are given a task to locate Varner within a time limit. Succeed, and then pop the glowing cube into the barrel of water.

Maxed Out
Max out all your stats.
This will be earned as you go for You Made Your Points. You need at least a perfect natural ten in all four stats. You may also need the 5 bonus points (one stat will be at fifteen).

You Made Your Points
Finish the game with max XP / score.
You must play optimally to earn this. This generally includes earning all bonus points, talking to everyone, killing all available enemies, reading all books, and completing optional sidequests. Other commonly missed sources of points include returning Si Long's burner, reading the plaque outside of the castle, returning Kray's brooch, and giving the comb to the dude who flies you around the village. If you're having trouble, Goodmold has a really great guide for this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1647416028